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Vehicle movement

Game Modding | Call of Duty: Black Ops 3 | Scripting


ModmeBot:

Thread By: snprym

I hope somebody could help me with the following problem; I have a working gondola from motd, but when i activate the gondola, i get pushed to the back of the gondola and I can barely walk forward as the gondola moves faster than walking speed. I tried recording the issue but i get like 1 frame per 2 seconds with obs.


ModmeBot:

Reply By: natesmithzombies

platform SetMovingPlatformEnabled( true );


ModmeBot:

Reply By: snprym

natesmithzombies
platform SetMovingPlatformEnabled( true );

Thanks man! Do you know how to make it into this?

And could u also tell me where to put SetCursorHint( "HINT_NOICON" );

function init()
{
	level.carttime = 40;//adjust time it takes to get to other station
	level.cartloop = true;
	carts = GetEntArray("carts","targetname");//triggers
	array::thread_all(carts, &CartSetup);
}
function CartSetup()
{
	cart = GetEnt(self.target,"targetname");
	self EnableLinkTo();
	self linkto(cart);
	cart LinkPeices();
	self thread CartMove(cart);
}
function CartMove(cart)
{
	
	cart.a = cart.origin;
	cart.b = struct::get(cart.target, "targetname").origin;
	while(1)
	{
		self waittill("trigger");
		self MoveToNext(cart);
		wait(.05);
	}
}
function MoveToNext(cart)
{
	if(Distance(cart.origin,cart.a)<10)
	{
		cart MoveTo(cart.b,level.carttime);
	}
	else
	{
		cart MoveTo(cart.a,level.carttime);
	}
	wait(level.carttime);
	wait(2);//waits so the cart doesn't go back right away
}
function LinkPeices()
{
	peices = GetEntArray(self.target,"targetname");
	foreach(p in peices)
	{
		p LinkTo(self);
	}
}


ModmeBot:

Reply By: natesmithzombies

function init()
{
	level.carttime = 40;//adjust time it takes to get to other station
	level.cartloop = true;
	carts = GetEntArray("carts","targetname");//triggers
	array::thread_all(carts, &CartSetup);
}
function CartSetup()
{
	cself SetCursorHint( "HINT_NOICON" ); // NSZ
	cart = GetEnt(self.target,"targetname");
	self EnableLinkTo();
	self linkto(cart);
	cart LinkPeices();
	self thread CartMove(cart);
	cart SetMovingPlatformEnabled(true); // NSZ
}
function CartMove(cart)
{
	
	cart.a = cart.origin;
	cart.b = struct::get(cart.target, "targetname").origin;
	while(1)
	{
		self waittill("trigger");
		self MoveToNext(cart);
		wait(.05);
	}
}
function MoveToNext(cart)
{
	if(Distance(cart.origin,cart.a)<10)
	{
		cart MoveTo(cart.b,level.carttime);
	}
	else
	{
		cart MoveTo(cart.a,level.carttime);
	}
	wait(level.carttime);
	wait(2);//waits so the cart doesn't go back right away
}
function LinkPeices()
{
	peices = GetEntArray(self.target,"targetname");
	foreach(p in peices)
	{
		p LinkTo(self);
	}
}


ModmeBot:

Reply By: snprym

natesmithzombies
function init()
{
	level.carttime = 40;//adjust time it takes to get to other station
	level.cartloop = true;
	carts = GetEntArray("carts","targetname");//triggers
	array::thread_all(carts, &CartSetup);
}
function CartSetup()
{
	cself SetCursorHint( "HINT_NOICON" ); // NSZ
	cart = GetEnt(self.target,"targetname");
	self EnableLinkTo();
	self linkto(cart);
	cart LinkPeices();
	self thread CartMove(cart);
	cart SetMovingPlatformEnabled(true); // NSZ
}
function CartMove(cart)
{
	
	cart.a = cart.origin;
	cart.b = struct::get(cart.target, "targetname").origin;
	while(1)
	{
		self waittill("trigger");
		self MoveToNext(cart);
		wait(.05);
	}
}
function MoveToNext(cart)
{
	if(Distance(cart.origin,cart.a)<10)
	{
		cart MoveTo(cart.b,level.carttime);
	}
	else
	{
		cart MoveTo(cart.a,level.carttime);
	}
	wait(level.carttime);
	wait(2);//waits so the cart doesn't go back right away
}
function LinkPeices()
{
	peices = GetEntArray(self.target,"targetname");
	foreach(p in peices)
	{
		p LinkTo(self);
	}
}

It does not work, the black hand is removed but i still get pushed to the back of the gondola